I think that it would be useful to have a class selector puzzle block.
My scenes have many objects. I often need to set the visibilities of several objects at one. For example, I may have a scene that displays a machine. I may want to show:
-All objects
-Only the electrical component objects
-Only the mechanical component objects.
-etc.
The first time that I attempted to attempt this puzzles, my puzzles grew exceedingly large (my scene had about 100 objects) and unmanagable.
The second time that I attempted this with puzzles, I created global variables that contained an array of explicitly selected objects. This was much more manageable. These lists were now an alias for a class of objects. Each time I needed to manipulate a class of objects, I would reference its list. See screenshot for a simple example of this.
Manually creating these lists could be avoided if the puzzles system had a class type selector block. If class tags could be assigned to objects within Blender and exported with the GLTF as metadata (I don’t know if that is possible), a puzzle selector block could say: “Select all objects with X class tag”.
Thanks,
Jem